Now that you’ve gotten the feel for how programming happens on the computer, it’s time to stop and consider how projects get from concept to code. In the previous chapters, this book has dictated what you programmed, and each time you ended up with exactly what the book proscribed.
In the real world, though, you have to plan what you’re going to program before you sit down to write code. If you fail to do that, you generally end up with a game that’s so poorly coded that you have to throw it out and start from scratch, or else it runs slowly and inefficiently. Planning reduces ...